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feSpecularLighting

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The feSpecularLighting SVG element specifies lighting a source graphic using the alpha channel as a bump map.

The resulting image is an RGBA image based on the light color. The lighting calculation follows the standard specular component of the Blinn-Phong lighting model. The resulting image depends on the light color, light position and surface geometry of the input bump map. The result of the lighting calculation is added. The filter primitive assumes that the viewer is at infinity in the z direction.

Syntax

Attributes

in

Specifies the input for the filter primitive.

If no value is provided and this is the first filter primitive, then this filter primitive will use SourceGraphic as its input. If no value is provided and this is a subsequent filter primitive, then this filter primitive will use the result from the previous filter primitive as its input.

Value
SourceGraphic | SourceAlpha | BackgroundImage | BackgroundAlpha | FillPaint | StrokePaint | <filter-primitive-reference>
Default
SourceGraphic (or result)

specularConstant

Specifies ks in the Phong lighting model.

This can be any non-negative number.

Value
<number>
Default
1

specularExponent

Specifies the exponent for specular term, larger is more "shiny".

Value
<number>
Default
1

surfaceScale

Specifies the height of the surface.

Value
<number>
Default
1

Examples

in

BackgroundAlpha

BackgroundImage

FillPaint

<filter-primitive-reference>

SourceAlpha

SourceGraphic

StrokePaint

specularConstant

<number>

specularExponent

<number>

surfaceScale

<number>

Internal

feBlend

feColorMatrix

feComponentTransfer

feComposite

feConvolveMatrix

feDiffuseLighting

feDisplacementMap

feDistantLight

feDropShadow

feFlood

feFuncA

feFuncB

feFuncG

feFuncR

feGaussianBlur

feImage

feMerge

feMergeMode

feMorphology

feOffset

fePointLight

feSpotLight

feTile

feTurbulence

filter

External

World Wide Web Consortium (W3C)